URGENT changes to be made
Nouser
Member Posts: 53
I dont know if all these changes can be implemented. But seriously,the game needs them desperatedly. Without them,the enhanced edition will be too much like the original the game. So,what will be the point of having something almost identical to vanilla? At least lets hope some of them can be in the new game.
1-alignment change (repost)
There is already a mod (virtue mod) that changes your alignment from good to bad in accordance with your actions. http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=107&Itemid=82/
It would also be great if a change from chaotic/lawful could be executed (like in planescape) . As unfortunately,the virtue mod does not allow it.
2-Main character dialogue change in accordance with intellectual habilities and charisma.
This was done in neverwinter. Do you guys think it could be done in bg?
3-Some creature variety would be nice. Nothing that would change the animations from bg.But some orcs and goblins along with the regular hobgoblins of swordcoast would make a differnce from the past versions.
I wonder if creatures from icewind and planescape could be added too using infinite animations (from erephine) ?
Why not putting torment or icewind creatures ,maybe even some magic and sound? Since beamdog has the rights from them we could add whole new contents to the baldurs gate series.
I believe erephine has mods that enable even animations from neverwinter to be in the game right?
4-VERY IMPORTANT: The tutu/trilogy character banters (to all characters) should be urgentely added within the enhanced edition! that is fundamental. Alternatively the mods should be made very easy to install off-enhanced edition. These also include romances with characters like dynaheir,branwen and shar-tell. And character quests.
5-The best mods that were added in bg tutu/trilogy (example:mods that add extra quests and unfinished business) should be of easy installation.Or should be in the enhanced edition.
6-it is good that the erephine model customization mod is added. No complains there,but will the bg1 animations coexist with the ones from bg2 or you will have to choose between them?
7- extra creatures could also potentially lead to extra quests and itens (properly balanced) involving them.
8-Will shadowkeeper cheats be compatible with enhanced edition?
1-alignment change (repost)
There is already a mod (virtue mod) that changes your alignment from good to bad in accordance with your actions. http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=107&Itemid=82/
It would also be great if a change from chaotic/lawful could be executed (like in planescape) . As unfortunately,the virtue mod does not allow it.
2-Main character dialogue change in accordance with intellectual habilities and charisma.
This was done in neverwinter. Do you guys think it could be done in bg?
3-Some creature variety would be nice. Nothing that would change the animations from bg.But some orcs and goblins along with the regular hobgoblins of swordcoast would make a differnce from the past versions.
I wonder if creatures from icewind and planescape could be added too using infinite animations (from erephine) ?
Why not putting torment or icewind creatures ,maybe even some magic and sound? Since beamdog has the rights from them we could add whole new contents to the baldurs gate series.
I believe erephine has mods that enable even animations from neverwinter to be in the game right?
4-VERY IMPORTANT: The tutu/trilogy character banters (to all characters) should be urgentely added within the enhanced edition! that is fundamental. Alternatively the mods should be made very easy to install off-enhanced edition. These also include romances with characters like dynaheir,branwen and shar-tell. And character quests.
5-The best mods that were added in bg tutu/trilogy (example:mods that add extra quests and unfinished business) should be of easy installation.Or should be in the enhanced edition.
6-it is good that the erephine model customization mod is added. No complains there,but will the bg1 animations coexist with the ones from bg2 or you will have to choose between them?
7- extra creatures could also potentially lead to extra quests and itens (properly balanced) involving them.
8-Will shadowkeeper cheats be compatible with enhanced edition?
Post edited by Nouser on
1
Comments
I always wondered if THIS would be such mod: http://forums.spellholdstudios.net/readme/infinityanimations.html
Lolz. corrected it :P
But does this mod really add something in an ordained way or is it just for modders?
A list of the best tutu/trilogy mods would be great too. If you guys could make some suggestions
You can start here - http://forum.baldursgate.com/discussion/1223/the-mod-list-with-thanks/p1
http://downloads.spellholdstudios.net/BiG World v11 english.pdf
http://www.shsforums.net/topic/43501-infinity-animations-readme/
In the case it is difficult (which probably is), beamdog should ease it for the players. The best mods should be very acessible.
compability issues with other mods? And where does it add these creatures (or do they just change the appearance of the ones in the vanilla game?)
Sorry for the excessive questions
Zafiro
The problem is that the quantity of mods and the order they need to be intalled (to avoid incompability) ,can be difficult to grasp. And it is hard to know what are the best and more updated mods out there.
About IA, well some can change the default appearance, and some can be models never used before in BG, that certain mods need it; Packmule comes to mind. The hassle about IA was extracting the files.
http://www.shsforums.net/topic/47668-w-packmule/
Big World Setup - http://kerzenburg.baldurs-gate.eu/downloads.php?id=2
Mega Mod help - http://www.shsforums.net/forum/193-mega-mod-help/
It does not add these models at random,right? Amd which are the best tutu/trilogy mods in your opinion?
http://readme.spellholdstudios.net/infinityanimations.html
The developers are working on enabling new slots which should ease some of the burden, but we would still likely have to provide the extra animations via a mod.
As for your requests, I think they are all best handled by mods rather than pushed into the game itself...
#1 - Use Virtue, as you say. Unfortunately it has not been maintained for some time, but still...
#2 - Rogue Rebalancing does this somewhat, at least for thievery consequences
#3 - In addition to Infinity Animations, try BGSpawn, which should give you orcs and goblins. Also Aurora's Shoes puts in whole goblin lairs (yes, it's not just a shoe mod ).
#4 - You want the BG1 NPC Project for that.
#5 - Well, you mention the mods you want there already...
#6 - One Pixel Productions (1PP) as well as Infinity Animations. We have been talking with the devs about using or at least making BG1 models available but no clear resolution as yet.
#7 - any number of mods do that
#8 - dunno but I would expect so, but it sounds like you should also look at the Level 1 NPCs mod
Putting all those mods into BG:EE is probably not going to be done. Some (like 1PP) already are in though. Others might be good optional add-ons provided with the game and installed via a custom menu in the same way they do it with some games like the Civilization series etc.
Also, if you are playing a megamod/BWP type of game, you need Infinity Animations because there are not enough animation slots to accomodate all the animations those mods want to add (they end up all overwriting each other, which is a real mess and the main reason for the mod's creation in the first place).
Thanks for the help. Are there incompability stuff regarding these mods? Any special order that it need to be installed? Plus,the animations from bg1 replace the ones from bg2 regarding character models, Or can they coexist?
Notice that virtue mod does NOT add chaos/lawful axis in torment style though.
That could be a way to beamdog really change things. would be really good stuff.
http://dabus.bplaced.net/BWP/bws.php
http://www.shsforums.net/files/file/534-big-world-v11-english/
I have not used BWS for a while and I don't think it is maintained like it was, but last I used it, it was really smooth. It sorts out any compatibility issues and you can choose from predetermined setups - start with the "recommended" setup or "tactical" if you like challenging mods that add difficulty to the game. Stay away from the so-called "expert" install as it adds buggier mods. You can also pick and choose which mods you want from within the BWS program. Also read the readmes... I know no-one does but read the Infinity Animations readme at least (linked above) which should answer most of your questions about it. Yes, it adds BG1 character animations and you can even pick and choose which characters you want them for and which proportions you want in relation to BG2 animations. (Also Chevalier has told me to say it's got *nekkid pictures* to get people to read it .)
It allow for individual elements of every mod to be installed, checks for dependencies and incompatibilities, etc. My current BGT run was installed using it and it has been flawless.
But yeah,maybe ir is too complicated because it would implicate having to change the dialogue of npcs (and possibly making changes to dialogue mods be necessary) . But then again,i dont understand why add new characters,for example, if they wont interact with the old ones,since dialogues of npcs cant (slightly!) change.
The effect of intelligence on dialogue in NWN was extremely irritating to me and kind of pointless. "Me not done want need tutorial now" is not my idea of how a dark fantasy setting should begin.